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	<head>
		<title>three.js webgl - multiple renderers</title>
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		<div id="info"><a href="http://threejs.org" target="_blank">three.js</a> webgl - multiple renderers</div>

		<script src="../build/three.js"></script>

		<script src="js/Detector.js"></script>
		<script src="js/libs/stats.min.js"></script>

		<script>

			if ( ! Detector.webgl ) Detector.addGetWebGLMessage();

			var camera, scene, renderer1, renderer2;
			var group1, group2, group3;

			init();
			animate();

			function init() {

				camera = new THREE.PerspectiveCamera( 20, window.innerWidth / ( window.innerHeight / 2 ), 1, 10000 );

				scene = new THREE.Scene();

				var light = new THREE.DirectionalLight( 0xffffff );
				light.position.set( 0, 0, 1 );
				scene.add( light );

				var light = new THREE.DirectionalLight( 0xffff00, 0.75 );
				light.position.set( 0, 0, - 1 );
				scene.add( light );

				// shadow

				var canvas = document.createElement( 'canvas' );
				canvas.width = 128;
				canvas.height = 128;

				var context = canvas.getContext( '2d' );
				var gradient = context.createRadialGradient( canvas.width / 2, canvas.height / 2, 0, canvas.width / 2, canvas.height / 2, canvas.width / 2 );
				gradient.addColorStop( 0.1, 'rgba(210,210,210,1)' );
				gradient.addColorStop( 1, 'rgba(255,255,255,1)' );

				context.fillStyle = gradient;
				context.fillRect( 0, 0, canvas.width, canvas.height );

				var shadowTexture = new THREE.CanvasTexture( canvas );

				var shadowMaterial = new THREE.MeshBasicMaterial( { map: shadowTexture } );
				var shadowGeo = new THREE.PlaneBufferGeometry( 300, 300, 1, 1 );

				var mesh = new THREE.Mesh( shadowGeo, shadowMaterial );
				mesh.position.y = - 250;
				mesh.rotation.x = - Math.PI / 2;
				scene.add( mesh );

				var mesh = new THREE.Mesh( shadowGeo, shadowMaterial );
				mesh.position.x = - 400;
				mesh.position.y = - 250;
				mesh.rotation.x = - Math.PI / 2;
				scene.add( mesh );

				var mesh = new THREE.Mesh( shadowGeo, shadowMaterial );
				mesh.position.x = 400;
				mesh.position.y = - 250;
				mesh.rotation.x = - Math.PI / 2;
				scene.add( mesh );

				var faceIndices = [ 'a', 'b', 'c' ];

				var color, f1, f2, f3, p, vertexIndex,

					radius = 200,

					geometry1 = new THREE.IcosahedronGeometry( radius, 1 ),
					geometry2 = new THREE.IcosahedronGeometry( radius, 1 ),
					geometry3 = new THREE.IcosahedronGeometry( radius, 1 );

				for ( var i = 0; i < geometry1.faces.length; i ++ ) {

					f1 = geometry1.faces[ i ];
					f2 = geometry2.faces[ i ];
					f3 = geometry3.faces[ i ];

					for( var j = 0; j < 3; j ++ ) {

						vertexIndex = f1[ faceIndices[ j ] ];

						p = geometry1.vertices[ vertexIndex ];

						color = new THREE.Color( 0xffffff );
						color.setHSL( ( p.y / radius + 1 ) / 2, 1.0, 0.5 );

						f1.vertexColors[ j ] = color;

						color = new THREE.Color( 0xffffff );
						color.setHSL( 0.0, ( p.y / radius + 1 ) / 2, 0.5 );

						f2.vertexColors[ j ] = color;

						color = new THREE.Color( 0xffffff );
						color.setHSL( 0.125 * vertexIndex / geometry1.vertices.length, 1.0, 0.5 );

						f3.vertexColors[ j ] = color;

					}

				}

				var materials = [

					new THREE.MeshPhongMaterial( { color: 0xffffff, shading: THREE.FlatShading, vertexColors: THREE.VertexColors, shininess: 0 } ),
					new THREE.MeshBasicMaterial( { color: 0x000000, shading: THREE.FlatShading, wireframe: true, transparent: true } )

				];

				group1 = THREE.SceneUtils.createMultiMaterialObject( geometry1, materials );
				group1.position.x = -400;
				scene.add( group1 );

				group2 = THREE.SceneUtils.createMultiMaterialObject( geometry2, materials );
				group2.position.x = 400;
				scene.add( group2 );

				group3 = THREE.SceneUtils.createMultiMaterialObject( geometry3, materials );
				scene.add( group3 );

				//

				renderer1 = new THREE.WebGLRenderer( { antialias: true } );
				renderer1.setClearColor( 0xffffff );
				renderer1.setPixelRatio( window.devicePixelRatio );
				renderer1.setSize( window.innerWidth, window.innerHeight / 2 );
				document.body.appendChild( renderer1.domElement );

				renderer2 = new THREE.WebGLRenderer( { antialias: false } );
				renderer2.setClearColor( 0xffffff );
				renderer2.setPixelRatio( window.devicePixelRatio );
				renderer2.setSize( window.innerWidth, window.innerHeight / 2 );
				document.body.appendChild( renderer2.domElement );

			}

			function animate() {

				requestAnimationFrame( animate );

				// update scene

				group1.rotation.z += Math.PI / 500;
				group2.rotation.z += Math.PI / 500;
				group3.rotation.z += Math.PI / 500;

				var geometry = group3.children[ 0 ].geometry;

				for ( var i = 0; i < geometry.faces.length; i ++ ) {

						var f = geometry.faces[ i ];

						for ( var j = 0; j < 3; j ++ ) {

							var color = f.vertexColors[ j ];
							color.setHex( ( color.getHex() + 0xfdfdfd ) % 0xffffff );

						}

					}

				geometry.colorsNeedUpdate = true;

				//

				var time = performance.now() / 2000;

				camera.position.x = Math.sin( time ) * 1800;
				camera.position.z = Math.cos( time ) * 1800;

				camera.lookAt( scene.position );

				renderer1.render( scene, camera );
				renderer2.render( scene, camera );

			}

		</script>

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